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Goldwell

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Everything posted by Goldwell

  1. So I can't quite figure out how these stim/response system works it's driving me crazy! Basically I have it set so that when water comes into contact with a torch it causes to guard to walk a path. I have tested the path and it works perfectly, I have tested the water effect and it works good as well (I caused the guard to be knocked out and he was when the arrow hit) the only problem is I just cannot get it to trigger the guard to start his path. The path I have set is Guard >targets> Waitfortrigger >targets> Pathcorner I have tried activating the guard but nothing happens then I tried a trigger once but that doesn't work unless I physically walk into it. Within the stim/response editor I have tried the effect Trigger and activate stim (trigger) on both the guard and the trigger once entity however nothing has worked. Am I doing something wrong? because if i'm reading into this correctly that should work
  2. WE'RE UNDER ATTACK HIT THE DECK! Still haven't got the hang of this stim/response stuff
  3. Those look fantastic! I especially like that second picture, has a really good feel to it
  4. New Thief comes out 25th of Feb 2014

    1. Show previous comments  1 more
    2. Cookie

      Cookie

      guess I´ll also get it on a steam sale, but only if it wont be filled with too much "cinematic" stuff like the new tomb raider

    3. Springheel

      Springheel

      Amusing that 61% of people on EM's own forums have voted that they will not be buying the game.

    4. Obsttorte

      Obsttorte

      That's not really amusing, it's sad. It's sad because it means that another great franchise has been sacrificed on the altar of money-making. And it means that good types of gameplay get buried to keep us on the track of the same Railgame-Action-Shooter bullshit that we have since decades. It means, that the evolution of games towards a medium that can be taken serious apart from only being entertaining has stopped. It means the end of this very specific kind of art.

  5. Is this still working in the game? http://wiki.thedarkmod.com/index.php?title=Relighting_Lights#shouldBeOn I tried adding the spawnarg and everything else but even when I set it to 2 the guard just start looking around afterwards. Has that changed into something else?
  6. I would wait for the new Thief, the older ones are garbage they don't even include Focus (and I mean Garretts a Master thief c'mon) plus the graphics are REALLY bad.. those games look like they were made 10+ years ago. Plus they have this garbage voice actor and they let you jump whenever you want and shoot rope arrows wherever you want which COMPLETELY ruins immersion. Just wait for the new Thief! /sarcasm My personal favorite (not just in the Thief series but out of every game i've ever played too) is Thief 2 but out of Thief 1/3 I definitely prefer Thief 3. Whilst Thief 1 is great I HATE the undead and halfway through Thief 1 it really started to feature way too many missions based around that whereas Thief 2 (and Thief 3) return more to the roots of just being Garrett and stealthing around living entities like a badass which is the playstyle I prefer.
  7. Is there a way that perhaps using a stim/response I could get the guard to start looking around? I figured out how to make the light react when it comes into contact with water I just dont know what I need to change on the AI. Is there perhaps something like a CurrentAIState Suspicious sort of thing?
  8. Yeah I set that to 1.0 but the AI still does nothing when lights go out
  9. Does anyone know the best way to set it so that an AI will always investigate a Torch being put out? I read through the wiki and found a page about it where you have to apply an arg called shouldBeOn and I applied that and even set the args on the AI so that he notices lights and relights them at max but when I put them out nothing happens. How do you guys usually setup a torch to be relit and then put the AI on suspicious searching behavior?
  10. I noticed that about the roof as well Moonbo and am going to add a beam to support it or maybe even change the roof to wooden. I find the hardest part of mapping is picking the right textures and even a simple change can make the world of difference. But that's why I post screenshots here, so I share part of my progress and get some advice from everyone
  11. Updated Watchtower
  12. That's an excellent idea! I'm going to add some then repost it Thanks
  13. I know this article is for the Unreal engine but it lists some good pros and cons for both sides http://utmapping.wik...-vs-subtractive
  14. Here are the two screenshots I used in my recent diary entry on my FM thread
  15. Added an update onto the first post
  16. Read the post above you I got it all sorted I was looking in the wrong place the error was on me Thanks for your help though!
  17. Oh wait i'm an idiot. Sorry Moonbo you were right it is F, I didn't see the green dots the first time around. Thanks guys! thats my derp for the day
  18. That doesn't resize that side though it just moves the whole entity
  19. I mean drag it out similar to how the opposing sides are dragged out
  20. How do you resize from these directions with the mouse?
  21. That trailer is great! Really good job I think my vocal clip is a bit too silly for it though Did you want to send me some lines so I can re-record it to something better?
  22. http://www70.zippyshare.com/v/17306921/file.html vocals only
  23. Yes that is my voice and yeah I will upload the version without the music as soon as I get back home
    1. Obsttorte

      Obsttorte

      :D A bit hammy, don't ya think.
    2. Goldwell

      Goldwell

      Haha what does hammy mean? The clip is meant as a joke btw ;)

    3. RPGista

      RPGista

      Pretty funny, should definitely be used for a comic tdm video. ;)

  24. I'm thinking something like this https://soundcloud.com/tylervocals/tdm-2-0-coming-soon
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